<!DOCTYPE html>
<html>
<head>
<title>Error</title>
<style>
body {
  margin: 0;
  overflow: hidden;
  /* 隐藏body窗口区域滚动条 */
}
</style>
    <script src="js/tldesign3D/tl3DLoadData.core.js"></script>
    <script src="js/tldesign3D/tl3DLoadData.control.js"></script>
</style>
</head>
<body>
  <script>
    /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
    /**
     * 创建网格模型
     */
    // var geometry = new THREE.SphereGeometry(60, 40, 40); //创建一个球体几何对象
    // var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
    // var geometry = new THREE.SphereGeometry(100, 40, 40); //创建一个球体
    // var geometry = new THREE.CylinderGeometry( 50, 50, 100, 25 ); // 圆柱  参数：圆柱面顶部、底部直径50,50   高度100  圆周分段数
    // var geometry = new THREE.OctahedronGeometry(50); // 正八面体
    // var geometry = new THREE.DodecahedronGeometry(50); // 正十二面体
    var geometry1 = new THREE.IcosahedronGeometry(50); // 正二十面体
    var material1 = new THREE.MeshLambertMaterial({
      color: 0x00ff00,
      opacity:0.7,
      transparent:true // 设置这个属性透明度才有效果
    }); //材质对象Material
    var mesh1 = new THREE.Mesh(geometry1, material1); //网格模型对象Mesh
    scene.add(mesh1); //网格模型添加到场景中

    var geometry2 = new THREE.SphereGeometry(60, 40, 40);
    // var material2 = new THREE.MeshLambertMaterial({
    //   color: 0xff00ff
    // });
    var material2=new THREE.MeshPhongMaterial({
      color:0xff00ff,
      specular:0x4488ee, // 高光效果
      shininess:12
    });//材质对象
    var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
    mesh2.translateY(150); //球体网格模型沿Y轴正方向平移150
    scene.add(mesh2);
  
    var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
    var material3 = new THREE.MeshLambertMaterial({
      color: 0xffff00
    });
    var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
    // mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120
    mesh3.position.set(120,0,0);//设置mesh3模型对象的xyz坐标为120,0,0
    scene.add(mesh3);
    /**
     * 光源设置
     */
    //点光源
    var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    // console.log(scene)
    // console.log(scene.children)
    /**
     * 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
    /**
     * 创建渲染器对象
     */
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height);//设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
    //执行渲染操作   指定场景、相机作为参数
    // renderer.render(scene, camera);
    let T0 = new Date();//上次时间
    function render() {
      let T1 = new Date();//本次时间
      let t = T1-T0;//时间差
      T0 = T1;//把本次时间赋值给上次时间
      renderer.render(scene,camera);//执行渲染操作
      mesh1.rotateY(0.001*t);//每次绕y轴旋转0.01弧度
      mesh2.rotateY(0.001*t);//每次绕y轴旋转0.01弧度
      mesh3.rotateY(0.001*t);//每次绕y轴旋转0.01弧度
      requestAnimationFrame(render);//请求再次执行渲染函数render
    }
    render()
    var controls = new THREE.OrbitControls(camera);//创建控件对象
    var axisHelper = new THREE.AxisHelper(250); // 辅助三维坐标系
    scene.add(axisHelper);
  </script>
</body>
</html>
